Code. Design. Code.

Procedural Apple


For a shader programming course we had to procedurally generate a fruit. I chose an apple. The shading was done in HoudiniFX. The beauty of creating a shader like this is that IĀ could now generate thousands with a different seed and they would all have similar characteristics but look different.


The base geometry was kept very simple. Even this could have been greatly simplified, because the goal was to have varying displacement generated procedurally from high to the low level details.

The smallest of details determine realism. I had to start the node network from scratch about five times in order to get the look that I was going for. A real apple was used as a reference point. It is a powerful moment when you disconnect mirroring perfection with viewing an essence. In other words, going from ‘what is this apple?’ to ‘what does this apple represent?’

From a developer’s perspective, this was my first intro into HoudiniFX. Although I laughed at the ‘programming’ aspect of the course, I found that the node system mirrors a high-level class structure view. Each node is like a class that inherits from a modifier class. OK, enough code talk.


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